I am running an AMD Duron 900mhz, 1 gig RAM, Red Hat 7.2, Voodoo3. I averaged ~16 fps. The animation had noticable flicker in a few spots, namely the fps gauge in the upper left and the set of fighters in the very upper right. I got similar behavior with the side scroller demo that (I think) you posted sometiime in the past, but I believe the fps on that was in the 20's.

Okay well I've added Jeeps (with really bad shocks), Rivers, Bridges (you can blow up), Boats (you can blow up) and background music (temporary). Spiced up the building a little with some different colored lights as well.

Oh, I changed the missle key to 'X' from 'Z' to accomidate the non-english keyboards.

With all of the new code and especially with the music (it doubles the processor usage) you'll probably need at least a 1Ghz machine, but please for those with slower boxes try it and let me know what happens.

I want to add enemy helecopters next and then ammo shacks or something that can hide power ups. I thought about tall things you can run into like water towers but I'm not sure how to draw them. Also I'm thinking about adding smoke trails to the missles so they obscure your view of the ground and flames or something to the plane when you get damaged.

Note there is no way on Earth this is going to run on Linux so if you have that OS don't waste your time.

Anyone have some ideas for more stuff to add? Do people like having music or would it be better with just sound FX?

Your game meanwhile is a good example how java gaming could be worthwhile doing.

Imagine your game would be an applet or webstart'able, it could attract many people every day being just curious about 'whats new today?'.

If you brake it up into many jars, some for code, some for data, this would be possible with only minor downloads and the current version would always automatically be established on the players machine. Then you'd exploit a real advantage over non-java games!

The question would be how to make money with it though. I thought about selling ammo or missions?

Everyone:Opps, sorry about the broken zip file, I'll put up another version tonight when I get home. I'll test it first.

Matzon:Yeah basically the only reason this won't work on Linux is performance. The sound system would work but I didn't include the native libs you need for Linux in the zip.

Also, since I can't even get it to work on Windows in windowed mode, when using a BltBufferStrategy, at a decent FPS I don't hold much hope that Linux will ever handle it. There just doesn't seem to be any point in windowed mode if you have to have all of the flashing going on.

Actually this is very frustrating, I hope the OSX 1.4 SDK will not have these issues. Otherwise why am I bothering with Java?

Had an idea for a power up this morning on the way to work, napalm. It will hit and destroy everything in a several tile radius.

Okay for all those that were getting crappy frame rates with the F15-Strike program, please try again with this version. Note I've taken the music back out, and although windowed mode flashes quite a bit is should work on Linux again.

Hi zparticle, I've tried running the game but it will only work in windowed mode (I'm using Linux).You're probably checking if my system supports full screen mode by calling the isFullscreenSupported method (or whatever it's called). But that method returns an invalid value on my system (I'm writing a full screen game myself).Perhaps you could provide a command line option that overrides this. For example running with "--fullscreen" uses full screen mode no matter what (at user's own risk).

It works in windowed mode with a lot of flickering and at a very bad framerate (15 FPS) but that's not your fault. The hardware acceleration is very bad under Linux but it should improve with Java 1.5.

Okay for all those that were getting crappy frame rates with the F15-Strike program, please try again with this version. Note I've taken the music back out, and although windowed mode flashes quite a bit is should work on Linux again.

On my system GraphicsDevice.isFullScreenSupported returns false, but full screen mode works fine.What happens is that Java emulates full screen mode when it is not available. It does this by creating a large window (as a result you're not really in full screen "exclusive" mode). The good/bad thing is that this all goes automatically so you still need to switch to full screen mode on systems like mine if you want to get the same effect even though they don't support it.

I used to use only PNGs but decided to go for GIFs in the tile map because it improved the drawing performance. The PNGs that remain are there because it allows me to use alpha blending to make the edges of objects softer. Look at the plane sprite.

I have my own pixel perfect collision detection routines that are quite fast. I'm not using them in this program yet because most of the time it isn't needed.

-add sounds

I had music in it but I took it out, I haven't decided if I like music or sound F/X.

-add powerups -add smartbombs -add stuff

Yeah there are a number of things I would like to add but until I can figure out exactly what the graphics are going to end up looking like I'm not worried about those things. I'm not happy at all with the current graphics.

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